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Maum: exploring immersive gameplay with emerging user interface devices
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Maum: exploring immersive gameplay with emerging user interface devices
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1
MAUM: EXPLORING IMMERSIVE GAMEPLAY WITH EMERGING USER
INTERFACE DEVICES
by
Taiyoung Ryu
A Thesis Presented to the
FACULTY OF THE USC SCHOOL OF CINEMATIC ARTS
UNIVERSITY OF SOUTHERN CALIFORNIA
In Partial Fulfillment of the
Requirements for the Degree
MASTER OF FINE ARTS
(INTERACTIVE MEDIA)
May 2010
Copyright 2010 Taiyoung Ryu
ii
Table of Contents
List of Figures iv
Abstract vi
Chapter 1: Project Description 1
Chapter 2: Overview 2
A. Goals and Objectives 2
B. Overview of BCI for Digital Entertainment 4
Chapter 3: Prior art 7
A. Neuronicle 7
B. Neuroboy 8
C. Brainball 8
D. Mario Kart Wii 9
E. Myst 10
F. Night Journey 10
Chapter 4: Challenges 12
Chapter 5: Concept 14
Chapter 6: User’s experience description 17
A. Basics 17
B. Series of sub games 17
C. Platform 18
D. Framework 18
E. Synopsis 19
F. Game 1 – “Fear” 19
G. Game 2 – “Loneliness” 21
H. Game 3 – “Indifference” 23
I. Game 4 – “Serenity” 25
Chapter 7: Evaluation method 28
A. User test methods 28
B. Questions for user testing sheet 29
C. User test results 30
Chapter 8: Discussion 36
A. Meaningful gameplay for physical and Intuitive Interface 36
B. Next step 36
iii
Chapter 9: Conclusion 38
References 39
iv
List of Figures
Figure 1: Rene Magritte’s artwork 4
Figure 2: Erik Johansson’s artwork 4
Figure 3: Gameplay of Neuronicle 8
Figure 4: Gameplay of Neuroboy 8
Figure 5: Gameplay of Brainball 9
Figure 6: Gameplay screen of Mario Kart Wii 9
Figure 7: Controller of Mario Kart Wii 9
Figure 8: Gameplay screen of Myst 10
Figure 9: Gameplay screen of Night Journey 11
Figure 10: 1st concept art image 14
Figure 11: 2nd rough concept art images 15
Figure 12: Concept art for the game world 15
Figure 13: Concept art for the main character 15
Figure 14: Concept art for the game 1 16
Figure 15: Concept art for the game 2 16
Figure 16: Concept art for game objects 16
Figure 17: Basic game interface of Maum 17
Figure 18: Flowchart of Maum 18
Figure 19: Changing visible range depending on the player’s attention level 20
Figure 20: Game screens of the beta version 20
Figure 21: Structure of the labyrinth 21
v
Figure 22: Images of the interior of the labyrinth 21
Figure 23: Event object at the goal 21
Figure 24: Game screens of the beta version 22
Figure 25: Event object at the goal 22
Figure 26: 3D models of the pedestrians. 23
Figure 27: Game screens of the beta version 23
Figure 28: Story text on the screen 24
Figure 29: Revealed objects about the player character’s childhood memory 25
Figure 30: Game screens of the beta version 25
Figure 31: ’Good’ and ‘Bad’ sign 26
Figure 32: Attention level: high, meditation level: high 26
Figure 33: Attention level: high, meditation level: low 26
Figure 34: Attention level: high, meditation level: low 27
Figure 35: Attention level: low, meditation level: low 27
Figure 36: Map model of the alpha version 31
Figure 37: Map model of the beta version 31
Figure 38: Arrow signs 32
Figure 39: Visual effects according to the player’s BCI data 32
Figure 40: Alpha version of the game 2 33
Figure 41: Beta version of the game 2 33
Figure 42: Alpha version of the game 4 34
Figure 43: Beta version of the game 4 35
vi
Abstract
This paper explores how new user interface devices can change conventional gameplay,
and contribute to immersive user experiences. The game, “Maum” is an experimental
game project consisting of four sub-games. Each sub-game adopts unique gameplay
mechanics that are optimized for brain-computer interface and physical interface. Each
sub-game also uses an experimental art style for creating a surrealistic game world. In
order to evaluate the effectiveness of the game, a qualitative method based on play-tests
and audience analysis is used.
1
Chapter 1: Project Description
Maum is an experimental game project using a Brain Computer Interface (BCI) device
and a physical interface device. In Maum, various forms of immersive gameplay are
experimented with by using those two intuitive and physical devices. In addition, this
game project explores an experimental art style. By using new user interface devices and
a surrealistic game world, this game enables players to have unique user experiences.
2
Chapter 2: Overview
A. Goals and Objectives
Creating new gameplay mechanics optimized for BCI and physical interface
Recently, many game companies and game-related research groups have been
developing physical and intuitive devices to improve user experience. The case of the
Nintendo Wii is a commercially successful example. Currently, the Nintendo Wii has a
dominant position in the game market. The Wii oversold MS Xbox360 and Sony
Playstation, even though the visual quality and the technological performance of the
Nintendo Wii are inferior to other console game machines. In fact, the most important
factor of success for the Nintendo Wii is its brilliant input devices including Wiimote
controller and Wii Fit controller. The player can experience new kinds of gameplay that
they have never experienced in other game consoles before with the gyro motion sensing
controllers. Music games with physical controllers, like Guitar Hero and Rock Star, are
also good examples of unique input devices. These games allow the player to feel like
they are playing real instruments, creating an ideal balance between fun and
verisimilitude so they are able to appeal to casual gamers, female gamers, and hardcore
gamers alike.
Game companies and research groups designing new game interfaces aim for a
more immersive experience through physical and intuitive game devices. Currently,
Microsoft is trying to create the new generation of physical game experiences through
Project Natal that implements gesture communications and voice recognition as
alternative game controlling devices. Also, Nintendo is about to release the new gaming
device for Wii called Vitality Sensor which uses a fingertip pulse oximeter to read the
3
user’s inner-body signals for creating intuitive gameplay experience. The BCI device is
one of these kinds of intuitive and experimental gaming devices for immersive gameplay.
The BCI device is a physical device which enables humans to interact with a computer
directly using their brainwaves. So, if integrated into gameplay, BCI can help the game
provide the user with a more immersive experience. However, it has been hard to
integrate BCI technologies into games because the price of the equipment is too high to
commercialize. The size of the device was also too big for gaming. BCI has been used
primarily by medical institutions in neuroscience research to assist medical treatment.
Now that BCI devices are becoming smaller and less expensive, it is possible to create
programs for individual users and to target broader experiences such as gaming and
multimedia.
Currently, many researchers and digital media-related companies are discussing
the possibilities of BCI devices as a gaming device and developing games to realize their
potential. However, most current games using a BCI device focus on the technological
aspect and are only considered as a method for secondary medical treatment.
This project is designed to explore immersive gameplay elements optimized for a
current BCI system and physical gaming devices and verify the possibilities of the
devices from the point of view of game design. The main goal of this project is to
integrate BCI and physical gaming interface into the gameplay for a meaningful user
experience.
Creating surrealistic game world
This project is not only about designing new game mechanics. To achieve an
immersive user experience, the art style of the game world is important. The storyline of
the game is based on a dreamlike experience of the main character’s sub consciousness.
Therefore, surrealism was chosen as the main art concept of the game. By integrating art
assets adopting a surrealistic concept, I would like to explore how the art style of a game
can influence user experience.
The art references of this project are art pieces of Rene Magritte and Erik
Johansson. I chose these two artists as art references, b
surrealistic worlds without extreme spatial distortion.
Figure 1: Rene Magritte
Figure 2: Erik Johansson’s artwork
B. Overview of BCI for Digital Entertainment
BCI devices are electronic
translate the raw data into meaningful parameters for a specific purpose.
methods for measuring brainwave data, there are a number of
the game is based on a dreamlike experience of the main character’s sub consciousness.
Therefore, surrealism was chosen as the main art concept of the game. By integrating art
ets adopting a surrealistic concept, I would like to explore how the art style of a game
can influence user experience.
The art references of this project are art pieces of Rene Magritte and Erik
Johansson. I chose these two artists as art references, because they successfully created
surrealistic worlds without extreme spatial distortion.
Figure 1: Rene Magritte’s artwork
Figure 2: Erik Johansson’s artwork
Overview of BCI for Digital Entertainment
electronic devices that measure the user’s raw brainwave data and
translate the raw data into meaningful parameters for a specific purpose.
methods for measuring brainwave data, there are a number of measurement
4
the game is based on a dreamlike experience of the main character’s sub consciousness.
Therefore, surrealism was chosen as the main art concept of the game. By integrating art
ets adopting a surrealistic concept, I would like to explore how the art style of a game
The art references of this project are art pieces of Rene Magritte and Erik
ecause they successfully created
s raw brainwave data and
translate the raw data into meaningful parameters for a specific purpose. Regarding
rement methods for
5
BCI devices. These measurement methods are categorized as two types: invasive
methods and non-invasive methods. EEG(electroencephalography), MEG
(magnetoencephalography - measurement of magnetic field fluctuations at the scalp
caused by brain activity) and fMRI(functional magnetic resonance imaging) methods are
typical non-invasive methods. On the other hand, ECoG(electrocorticographic)
measurement is an example of an invasive measurement method using implanted
electrodes. Currently, a number of BCI devices designed for entertainment and
educational purposes have been released in the commercial market. Neurosky MindSet,
OCZ’s NIA(Neural Impulse Actuator) and Emotiv Epoc by Emotiv Systems are
representative examples. In games implementing those BCI devices, the information
transferred to the games by those BCI devices guides and modifies gameplay in the
games. These BCI devices are based on the non-invasive EEG measurement method that
measures electric field fluctuations at the surface of the scalp caused by brain activity
when the user wears them. They have a number of advantages and disadvantages: these
BCI devices are small and cheap, also they have a high temporal resolution which
enables the BCI devices to track rapid events in the brain. However, their limited spatial
resolution is a problem. Considering the fact that electric potential changes in the brain
spread diffusely when they move towards the scalp surface, the limited resolution can
make the result inaccurate. In addition, EEG is sensitive to electric field potential changes
caused by muscle. So, the movements of facial muscle which cause electric potential
changes like eye movements and movements of muscles can distort the result of
brainwave data.
6
In Maum, the MindSet developed by Neurosky is used as the main BCI device.
MindSet is a headset resembling a pair of headphones with one distinct difference-a
single electrode-fitted arm that contacts with the user's forehead. The single dry sensor
and reference in the electrode pick up potential differences on the scalp skin at the
forehead and the ear, which are induced by the neuron activity that occurs in the frontal
lobe of the user’s brain. The two are subtracted through common mode rejection to serve
as a single EEG channel, and amplified 8000x to enhance the faint EEG signals. The
signals are passed through analog and digital low and high pass filters to retain signals
generally in the 1-50Hz range. After correcting for possible aliasing, these signals are
ultimately sampled at 128Hz or 512Hz. Each second, the signal is analyzed in the time
domain to detect and correct noise artifacts as much as possible, while retaining as much
of the original signal as possible, using NeuroSky's proprietary algorithms. After that, the
signal is translated into two meaningful variables for gaming: attention level and
meditation level.
7
Chapter 3: Prior art
Maum has two objectives. The first is implementation of an emerging interface
device for immersive gameplay. The second is implementation of a surrealistic art style.
Doing research on prior art for this project, I tried to find interactive art and games
combining these two objectives. However, most interactive media implementing a new
user interface device has been focused on the functionalities of the device. Also, games
adopting a surrealistic art style have mostly used conventional user devices and platforms.
Therefore, I am introducing two categories of prior art. In the first category are examples
of interactive media implementing a new interface device. In the second category are
examples of interactive media with a surrealistic art style.
A. Neuronicle
Recently, research about BCI, neuroscience and its application has been one of the
most popular research fields. Undoubtedly, lots of research papers have been published
and there are many ongoing projects related to BCI technologies for medical objectives.
There are also a number of commercial games and game-related research projects using
BCI technologies. But, most of them expose some problems. Neuronicle is one example.
Neuronicle is a serious game that focuses on medical use. It was developed by
Laxtha, a Korean BCI device manufacturer. This game is composed of very simple mini
games which are disjointed because this game is considered only a secondary method of
mental health care in mental clinics. So, it is hard to find design for individual users.
8
Figure 3: Gameplay of Neuronicle
B. Neuroboy
Neuroboy is a simple action game developed by Neurosky, a commercial BCI device
manufacturer. In this game, the player plays as a boy with psychic powers and does
various actions with her brainwaves and mental states. This game demonstrates the
technology of the company’s BCI device. It does not provides the player meaningful
gameplay.
Figure 4: Gameplay of Neuroboy
C. Brainball
Brainball is a game and an art project designed by Smart studio. This game is a
competitive, where relaxation is counterbalanced with the desire to win. The little ball on
the game's table is telekinetically moved according to each player's brainwaves. This
game provides the user very with unique and fun experience through the competition.
9
Figure 5: Gameplay of Brainball
D. Mario Kart Wii
Mario Kart Wii is a racing game developed and published by Nintendo. This game
provides the player fun and casual gameplay using Wiimote controller. This game creates
a unique game mechanic implemented by using the gyro-meter of Wiimote controller. In
the game, the player drives a kart using Wiimote controller as a steering wheel. The idea
of using Wiimote controller as a steering wheel was successful. It was one of the best
examples of creative implementation of a physical user interface device.
Figure 6: Gameplay screen of Mario Kart Wii
Figure 7: Controller of Mario Kart Wii
10
E. Myst
Myst is an adventure and a puzzle game adopting a surrealistic world design. Myst
provides users with various puzzles within an exploratory narrative and was the first
game to successfully create a surrealistic world with photorealistic graphics. In Myst,
surrealistic art assets contribute to create a unique user experience by implementing a
dreamlike atmosphere. In the game, the player explores a surrealistic island by solving
various logic puzzles. The combination of puzzles and the navigation of the surrealistic
world - create a unique experience. The dream-like atmosphere of the game also makes
the phantasmal storytelling of the game more effective.
Figure 8: Gameplay screen of Myst
F. Night Journey
The Night Journey is an artistic game with experimental gameplay. The designer of
the Night Journey, succeeded in achieving the objective of the game; an interactive
journey of enlightenment via an immersive user experience - by combining a dreamlike
art style, a surrealistic game world, and experimental game mechanics.
11
Figure 9: Gameplay screen of Night Journey. The Nigh Journey provides a
dreamlike and immersive user experience. In the game, the player experiences
a spiritual journey through immersive gameplay surrounded by surrealistic art
assets. Also, various visual effects and movie clips maximized the artistic
objective of the game.
12
Chapter 4: Challenges
The objective of this project is to create a meaningful and immersive user
experience by combining the implementation of multiple physical and intuitive user
interface devices with a surrealistic art style. In the course of achieving this objective,
there are both artistic and technical challenges.
The first challenge is to create meaningful gameplay with two new interface devices.
Currently, most game players are accustomed to playing games with conventional user
interface devices like a mouse and keyboard. As such, new user interface devices could
make users confused. Therefore, it is important to design gameplay for users who don’t
have experience using new interface devices. In addition, as two new interface devices
are simultaneously used without any mouse or keyboard input, a verification of
playability is needed.
The fact that the performance of existing commercial BCI devices is limited is
also a challenge. BCI technology has not matured enough to control game characters with
the user’s brainwaves, or read user’s emotions directly. With current commercial BCI
devices, including the Neurosky Mindset I use for this game, I can identify only a limited
number of emotional states. As such, the developer can only use two states; attention
level and meditation level. Because of these limitations, the BCI device used in Maum, is
used as a secondary input device while the main game controls, like character movement,
are implemented via the Wiimote controller. Also, the user’s attention level and
meditation level influence the difficulty of gameplay or change the game environment.
In addition, the headset currently has usability problems. For example, in play
tests, it was difficult for users to control their levels of attention and meditation -
13
especially if they had no previous experience with BCI devices. Also, when some users’
levels of meditation or attention, was very high - they were not aware that they were
really very calm or focused. However, according to test results, gathered before game
development, this problem could be solved, to some degree, by training. For example,
when users focused on an object on the screen, their attention levels increased, but when
they spoke, their attention levels decreased. Also, when users took deep breaths, their
meditation levels increased. As such, through iterative training, some users were able to
control their attention and meditation levels. It is important to note, however, that even
though the users could control their attention and meditation levels to some degree, the
transmitted data through the BCI device was sometimes inaccurate.
However, regardless of the limitation of the Emotiv headset as a BCI input
device, the data transmitted through this BCI device will help create new gameplay
mechanics, never before experienced with traditional user interface devices. Also,
through the user testing process, with the complete version of the game, I plan on
examining how such a BCI device is effective for gaming - and to explore how to fix
such problems, in the BCI device, as mentioned above.
The third challenge is creating a surrealistic world. There have only been a few
games adopting surrealistic art style. This is because, in most commercial games, it is
often easier to use a realistic or comic art style to communicate both movie-like
narratives and casual stories. Maum, however - as an experimental game project, adopts a
surrealistic art style. Therefore, Maum requires users to understand how a surrealistic art
style can influence gameplay and deliver narrative in a surrealistic world.
14
Chapter 5: Concept
The game world of Maum is built in a 3D environment and both characters and
objects are also 3D. However, some animations, cut scenes, and images, are in 2D for
dramatic presentation. The overall art style of this game is surrealistic and dream-like.
The concept art of this game has been polished through an iterative design
process. Before starting 3D art asset production, designers and artists in the project team
discussed basic art concept of the game. The first concept art was based on the basic
game synopsis which is an exploration of a world of subconsciousness.
Figure 10: 1
st
concept art image
However, the feedback about the first concept art image was that it has no certain
style or artistic direction because the definition of the art concept the image was based on
was ambiguous and lack of explanation. For the second concept art image, the artists in
the project team decided to make rough concept art images before starting the detailed
concept art production after discussion.
15
Figure 11: 2
nd
rough concept art images
Based on feedback about the rough concept art images, the concept artist made
detailed concept art images for each sub games reflecting game mechanics.
Figure 12: Concept art for the game world
Figure 13: Concept art for the main character
16
Figure 14: Concept art for the game 1
Figure 15: Concept art for the game 2
Figure 16: Concept art for game objects
17
Chapter 6: User’s experience description
A. Basics
Maum combines the interface of a BCI device and a Wiimote controller. The player
wears a BCI headset and holds a Wiimote controller and Nunchuck controller. To move
the main character, or to move the cursor, the player uses the Nunchuck controller. To
cause an action, the player swings the Wiimote controller, or presses a trigger on the
controller.
Control mechanics change depending on the gameplay of each sub game, while
game elements are influenced by the player’s meditation or attention level.
Figure 17: Basic game interface of Maum
B. Series of sub games
Maum is composed of one storyline and four sub games. I choose a series of sub
games as the main structure of the game in order to explore various game mechanics
combining the two user interface devices in one game project. In the game, each sub
game provides the player about 4 minute gameplay experience.
Also, to effectively integrate the four games, with each game having its own distinct
game mechanic, within one big game, each of the four sub games have coherently
separate narratives and art styles. In addition, each sub game reflects a specific emotion
with its own game mechanic and narrative structure; but these sub games are also
18
connected to each other linearly, in a flow of emotions. For example, the game begins
with the first sub game showing the emotion of fear, and ends with the fourth game,
showing the emotion of serenity. And between these two games, the audience plays a
game of loneliness, and a game of indifference.
C. Platform
Basically, this game is developed for the PC using the Unity3D environment. In order to
implement the BCI device, the SDK supported by Neurosky is used.
D. Framework
Figure 18: Flowchart of Maum
19
E. Synopsis
At the beginning of the game, the player wakes up in a ruined space surrounded by
small objects that seem like wrecks of a building. The space feels very surreal and
isolated from the other world where the player used to be. However, this space feels also
familiar. This is the space of your subconsciousness. Yesterday, she encountered a
traumatizing incident and now she is confined in a world of your subconsciousness which
has been ruined by trauma. To escape this world, she must recover from the trauma by
exploring four sub spaces reflecting her feelings and emotions. When she gets to the end
of the fourth sub space, she will find a door to the other world.
F. Game 1 – “Fear”
The first sub game reflects the emotion of “fear”. The emotion of fear is expressed
via a timed labyrinth. The player has a limited time (8 minutes) to escape the labyrinth. If
the player reaches the end of the labyrinth, he or she moves to the second game. But if the
player fails to escape the labyrinth in 8 minutes, the game is over. In the labyrinth, the
player moves the character with a Nunchuck controller. The most important game
mechanic in the first game is the obstructed screen mechanic. With the obstructed screen
mechanic, a dark cloud restricts the player’s visibility, which makes gameplay more
difficult. Conversely, the player can illuminate an area of the screen by pointing the
Wiimote. As such, the size of the visible area depends on the player’s attention level. In
this game, sound effects also distract and attract, according to the player’s level of
attention.
20
Figure 19: Changing visible range depending on the player’s attention level
In the first game, there are other events related to the player’s attention and
meditation levels. For example, when the player encounters the first trap in the game, he/
she needs to make the attention level reach a certain point. Also, at the end of the first
game, the player needs to make her meditation level reach a certain level to open a gate to
the second game.
In order to raise the emotion of fear, a dark dungeon, as well as grotesque
environment objects are implemented into the game with scary BGMs. In addition, at a
number of spots in the game, scary images with a horrific sound affect randomly pop up.
Figure 20: Game screens of the beta version
21
Figure 21: Structure of the labyrinth
Figure 22: Images of the interior of the labyrinth
Figure 23: Event object at the goal
G. Game 2 – “Loneliness”
The second sub game reflects the emotion of loneliness. To express loneliness, a long
crosswalk is used. On the crosswalk, many people pass by the player - ignoring her.
Using the Nunchuck, the player must cross the crosswalk in a limited time, avoiding and
22
touching pedestrians. There are two kinds of pedestrians in the game. The first are
pedestrians the player must avoid. The second are pedestrians the player should touch.
These two groups of pedestrians have different reactions, and appearances, and
depending upon the interaction the player has with them, points are lost or gained. When
the player fails to avoid or touch the pedestrians, she loses a point. If she loses more than
5 points, the game is over. Otherwise, when the player reaches the end of the crosswalk,
she continues to the next game.
Figure 24: Game screens of the beta version
Figure 25: Event object at the goal
23
Figure 26: 3D models of the pedestrians. The pedestrians’ speed goes up and
down depending on the player’s attention level. Also, reactions of the
pedestrians vary according to the player’s meditation level. For example, the
reaction of a pedestrian to the player character becomes friendly when the
player’s meditation level is higher than a certain level.
H. Game 3 – “Indifference”
The third sub game reflects the emotion of indifference. When this game starts, the
player stands on an empty beach from her childhood. The beach in this game represents a
lost memory about a person who cared about her. In order to retrieve her childhood
memory, the player has to find hidden objects related to the player’s memory. When the
player’s attention level reaches a certain point, a hidden object on the beach becomes
faintly visible, in grayscale, for a short time. Then the player can color the object by
swinging the Wiimote controller. Coloring one object after another, the player can revive
her whole memory.
Figure 27: Game screens of the beta version
24
The design objective of the third game is exploring a new narrative method for
interactive media using the Wiimote controller and the BCI device. This game has a
linear narrative where the player makes a progress when she retrieves a cue of the player
character’s childhood memory, one after another, like a detective story. After retrieving a
memory object, the player also sees story text on the screen, with accompanying
narration.
Figure 28: Story text on the screen
When the player finds all of the objects, the story of the player character’s
childhood memory is revealed.
25
Figure 29: Revealed objects about the player character’s childhood
memory
I. Game 4 – “Serenity”
The fourth sub game reflects the emotion of serenity. In the fourth game, player hears
rhythmically falling droplets and has to swing the Wiimote controller in the rhythm and
motion of an orchestra conductor. When the player’s meditation level reaches a certain
point, the sound of droplets becomes the sound of various musical instruments.
Figure 30: Game screens of the beta version
According to the player’s performance, attention level and meditation level,
some visual reactions are displayed on the screen. The reaction to the performances are
26
‘good’ and ‘bad’ signs. Also, the background image changes according to the player’s
meditation level and attention level.
Figure 31: ’Good’ and ‘Bad’ sign
Figure 32: Attention level: high, meditation level: high
Figure 33: Attention level: high, meditation level: low
27
Figure 34: Attention level: high, meditation level: low
Figure 35: Attention level: low, meditation level: low
28
Chapter 7: Evaluation methods
A. User test methods
In order to evaluate how new interface devices are effectively implemented into the
game mechanics and how the user experience is immersive in the game, iterative user
testing is used. Also, through the user testing process, gameplay elements, game balance
and art assets in the game will improve based on user feedback data.
The basic evaluation method for Maum project is qualitative. After individual play
testing, each user evaluates the game experience and gives feedbacks about the gameplay
elements through an interview process. Also, they are given a questionnaire for more
detailed evaluation. The user test results are categorized and analyzed based on the
tester’s gender, age and previous game experience.
Through the user testing process, I will focus on three aspects as follows:
Level of Immersion
How much BCI and physical interface devices contribute to create immersive user
experience.
How well gameplay mechanics in the game is integrated to create immersive user
experience.
How much the art style of the game world is a factor to achieve an immersive user
experience.
Whether the play space feels very surreal and isolated from the "non-play" space.
Level of Narrative Cohesiveness
Whether or not the narrative of the game results in a cohesive game or a more
disjointed series of mini games.
29
Whether the game emphasizes narrative to effectively integrate individual mini games
into the storyline.
Gameplay
How much the user’s attention level and meditation level influence the difficulty of
gameplay or change the game environment.
How long the user takes time to learn how to play the game and understand basic
game mechanics.
Technology
How effective does the BCI device transmit player brainwave data for gameplay.
How long does the user take, to learn how to control, their level of attention, and level
of meditation, for gameplay.
How does one effectively cover any gap between the level of attention, and meditation,
the player feels, vs the level of attention and meditation transmitted through the BCI
device.
B. Questions for user testing sheet
What did you think of the premise of the game?
The main objective of the project is to create new gameplay experience with two
intuitive devices. How would you describe the difference of the gameplay experience
of Maumin comparison to other games using conventional user interface devices like
keyboard, mouse and joystick?
In comparison to the gamepaly experience of the games adopting conventional user
interface devices, was the experience in Maummore immersive? If so, what elements
do you think make the experience more immersive?
30
What did you think of the art style of the game (surrealistic art style)?
How would you describe the game world of “MAUM”?
Is there anything you didn’t like about the experience? If so, what?
Is there anything that you would add to the game to make the experience better?
C. User test results
Before completing the playable beta version of Maum, I had conducted user testing
twice. The test results and user feedback data from all tests contributed to improve the
quality of this project, and helped the designers understand how players will react to their
games. Also, based on the test results and user feedback data, a number of existing game
elements have changed - and new game elements have been added.
Game 1 “Fear”
During the first two user tests, most users easily understood the basic game
mechanics and the objective of the gameplay. In the first game, however, it was found
that there were some usability and level design problems.
Before the winter 2009 thesis show, I used simple and repetitive texture patterns,
as well as an environment object for the model of the game map. But, these repetitive
models and textures made users easily confused when they navigated the space. To solve
this problem, I changed whole models and textures of the map and made changes to the
environment objects of the game.
31
Figure 36: Map model in the alpha version
Figure 37: Map model in the beta version
In addition, in the second play test, I received feedback that the navigation of the
labyrinth was too difficult. In order to solve this problem, I added another game element
showing arrow signs. I also made the visibility of the arrow signs vary according to the
player’s attention level.
32
Figure 38: Arrow signs
A third design problem of the first game, I found in user testing sessions, was
that it is difficult to recognize the player’s attention level and meditation level during
gameplay. In order to solve this problem, I added visual effects reacting to the player’s
attention level and meditation level. According to the player’s attention level, the
character’s transparency changes. Also, when the player’s meditation level reaches a
certain point, a particle effect is shown.
Figure 39: Visual effects according to the player’s BCI data
Game 2 “Loneliness”
During the first user test of the second game, I received much feedback regarding
the effect of visible range and the composition of the game screen as not relevant for the
33
game mechanic. As such, I changed both the effects and the composition.
Figure 40: Alpha version of the game 2
Figure 41: Beta version of the game 2
In addition, another problem of the second game was that it was hard to understand the
objective and narrative. The fact that the basic game mechanic of the second game
(controlling visibility with attention level) was similar to the game mechanic of the first
game was reported. As such, I designed a new game mechanic for the second game, to
influence the NPCs’ reactions with the player’s attention level and meditation level. As a
result, in the future, I am also planning on integrating some narrative elements into the
basic gameplay.
34
Game 3 “Indifference”
According to user test results, the third game had a similar problem to the second
game - the way of telling story was not effective. Though story text is shown on the
screen, according to the progress of the gameplay in the third game, most users in the
third game did not read the story text. Also, the font was too small to read. To solve this
problem, I am planning on adding voice over narration to the game.
Game 4 “Serenity”
According to user test results, most users easily understood the game mechanic
and objective of the fourth game. However, many users mentioned a UI design problem
when they played the alpha version of the fourth game. In the alpha version of the fourth
game, the background image had no interaction with player’s performance or attention
and meditation level. And the background was just an abstract animated image. So, in the
Beta version, I replaced the background image to an interactive background, which is a
painting of a lake interacting with the player’s performance, attention and meditation
level.
Figure 42: Alpha version of the game 4
35
Figure 43: Beta version of the game 4
Also, regarding the game mechanic, I received some feedback that the game is
more like a rhythm action than an experimental game related to meditation. That is
because in the gameplay, the user only has to draw lines following the directions and
numbers shown on the screen. So, I redesigned the gameplay mechanic and removed the
lines on the screen. In the new design, the player doesn’t need to follow lines shown on
the screen. Instead, she just needs to shake or move the Wiimote controller according to
the rhythm of the background music. Also, I added a number of visual effects instead of
‘good’ and ‘bad’ signs.
36
Chapter 8: Discussion
A. Meaningful gameplay for physical and Intuitive Interface
The most important feature of Maum is using the new user interface of a Brain
Computer Interface (BCI) device with a physical input device - to produce meaningful,
engaging, and fun experiences for the gamer. The BCI device transfers various signals
from the player’s brain to the computer, which then translates raw brainwave signals into
input data for the game. In Maum, two brain states are transferred via the device:
attention level and meditation level. Unlike complicated EEG devices with lots of sensors,
the game's BCI device, called Mindset, is small and easy to wear, and “ideal” to use for
gaming. With this BCI device, the player can change the environment to make the
gameplay easier, solve puzzles.
Using the Wiimote controller creates physical action-involving gameplay. With
accelerometer and an optical sensor installed in the Wiimote controller, the player can
directly control the main character and do various actions in the game. In addition, the
Wiimote provides a more exciting and participatory experience than traditional game
controllers. Therefore, the combination of BCI device and Wiimote controller in this
game provides an opportunity to explore immersive and experimental gameplay.
B. Next step
Maum is both a game project and a research project. As a game project, it will be
submitted to a number of game conferences and competitions such as GDC, IndieCade,
and Experimental Gameplay Workshop. In addition, it might be published through
various venues. In addition, it could be used at mental healthcare clinics and schools for
children being treated for mental disorders like ADHD or as a secondary treatment
37
adding medical functions.
As a research project, Maum will inform implementation of BCI and physical game
elements into various game genres beyond puzzle adventures - and contribute to other
research exploring the practical usage of BCI devices and physical devices for interactive
media, including games, and edutainment. In terms of combining input devices, Maum
could be combined with other immersive technologies - like Augmented Reality (AR)
devices, as well as physical devices, with BCI technologies. The combination between
BCI, physical interface and AR is expected to realize another immersive and intuitive
user experience.
38
Chapter 9: Conclusion
For the past 5 years, new interface devices providing users a more immersive and
intuitive experience have been the center of attention in the information technology and
digital entertainment industries. Currently, most console game developers are developing
or preparing for game titles with physical user interface devices. Examples include; Wii
“Motion Plus”, Micsosoft “project Natal”, and Playstation “Move”. Also, many mobile
content developers are struggling to make creative and profitable mobile applications
using new mobile user interface technologies like augmented reality and motion sensors.
However, most games implementing new user interface devices have been
focused on the technology itself. In addition, when making a game for a new interface
device, most of the developers of the game try to imitate other successful games using the
interface device, or directly adopt conventional gameplay elements into their content
without any effort to understand differences between conventional user interface devices
and new ones.
Maum project is a design-oriented project unlike other existing games using new
user interface devices that are focusing on technology. In Maum, I explore how new
physical and intuitive user interface devices change gameplay and create a new user
experience. Maum is a game project using a Brain Computer Interface (BCI) device and a
physical interface device. In Maum, various forms of immersive gameplay are
experimented with by using those two emerging user interface devices. Also, this project
is an art game project. By realizing an experimental and surrealistic game world and
game objects, this game creates a unique user experience.
39
References
David Ayala. “NeuroSky's Headset Senses Brain Waves, Lets you Control Games With
Your Mind” PC World, Web. March 2010
Erik Johansson “Photo & Retouch”, ALLTELLERINGET. Web. March 2010
Lalor EC, Kelly SP, Finucane C, Burke R, Reilly RB, McDarby G. "Brain Computer
Interface based on the Steady-state VEP for Immersive Gaming Control",
Biomedizinsche Tecknik, pp. 63~64, 2004.
LAXTHA. Inc. “Information of Neuronicle games”, Advanced Scientific Instruments.
Web. March 2010
Pineda JA, Silverman DS, Vankov A, and Hestenes J. "Learning to Control Brain
Rhythms: Making a Brain-Computer Interface Possible", Neural Systems and
Rehabilitation Engineering, Vol. 11, No. 2, IEEE Transactions on, pp. 181~184,
2003
PlayWithYourMind.com. “Brain Ball”, Mind games for brain fitness, Web. March 2010
"Mario Kart Wii" Wikipedia: The Free Encyclopedia. Wikimedia Foundation, n.d. Web.
March 2010
Ubisoft Entertainment S.A. “Official Gallery-Myst”, Myst Worlds, Web. March 2010
Bill Viola. “Night Journey: An Experimental Video Game”, The Night Journey, Web.
March 2010
Virtuo sa/nv. “Biography of Rene Magritte”, THE MAGRITTE SITE. Web. March 2010
Abstract (if available)
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Asset Metadata
Creator
Ryu, Taiyoung
(author)
Core Title
Maum: exploring immersive gameplay with emerging user interface devices
School
School of Cinematic Arts
Degree
Master of Fine Arts
Degree Program
Interactive Media
Publication Date
05/07/2010
Defense Date
03/25/2010
Publisher
University of Southern California
(original),
University of Southern California. Libraries
(digital)
Tag
artistic games,brain-computer interface,experimental games,human-computer interaction,OAI-PMH Harvest,physical interface,Surrealism
Language
English
Contributor
Electronically uploaded by the author
(provenance)
Advisor
Anderson, Steve (
committee chair
), Fullerton, Tracy (
committee member
), Kratky, Andreas (
committee member
), Lee, Koo Hyoung (
committee member
)
Creator Email
taiyoungryu@gmail.com,tryu@usc.edu
Permanent Link (DOI)
https://doi.org/10.25549/usctheses-m3040
Unique identifier
UC1151811
Identifier
etd-Ryu-3705 (filename),usctheses-m40 (legacy collection record id),usctheses-c127-331031 (legacy record id),usctheses-m3040 (legacy record id)
Legacy Identifier
etd-Ryu-3705.pdf
Dmrecord
331031
Document Type
Thesis
Rights
Ryu, Taiyoung
Type
texts
Source
University of Southern California
(contributing entity),
University of Southern California Dissertations and Theses
(collection)
Repository Name
Libraries, University of Southern California
Repository Location
Los Angeles, California
Repository Email
cisadmin@lib.usc.edu
Tags
artistic games
brain-computer interface
experimental games
human-computer interaction
physical interface